Files
Bubberstation/code/game/gamemodes/dynamic/dynamic_rulesets_roundstart.dm
Zonespace aa441a9633 Mirror 72339 & 71284 (#18645)
* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)

A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).

Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.

Some of these reports are dead, which is is a shame because I think
they're cool and fun.

🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑

* Adds support for Rulesets having intrinsic template requirements (#72339)

Title

Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them

This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong

This should not be player facing

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-01-12 01:18:18 -05:00

699 lines
22 KiB
Plaintext

//////////////////////////////////////////////
// //
// SYNDICATE TRAITORS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitor
name = "Traitors"
antag_flag = ROLE_TRAITOR
antag_datum = /datum/antagonist/traitor
minimum_required_age = 0
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 5
cost = 8 // Avoid raising traitor threat above this, as it is the default low cost ruleset.
scaling_cost = 9
requirements = list(8,8,8,8,8,8,8,8,8,8)
antag_cap = list("denominator" = 38)
var/autotraitor_cooldown = (15 MINUTES)
/datum/dynamic_ruleset/roundstart/traitor/pre_execute(population)
. = ..()
var/num_traitors = get_antag_cap(population) * (scaled_times + 1)
for (var/i = 1 to num_traitors)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_TRAITOR
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
//////////////////////////////////////////////
// //
// MALFUNCTIONING AI //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/malf_ai
name = "Malfunctioning AI"
antag_flag = ROLE_MALF
antag_datum = /datum/antagonist/malf_ai
minimum_required_age = 14
exclusive_roles = list(JOB_AI)
required_candidates = 1
weight = 3
cost = 18
requirements = list(101,101,101,80,60,50,30,20,10,10)
antag_cap = 1
flags = HIGH_IMPACT_RULESET
/datum/dynamic_ruleset/roundstart/malf_ai/ready(forced)
var/datum/job/ai_job = SSjob.GetJobType(/datum/job/ai)
// If we're not forced, we're going to make sure we can actually have an AI in this shift,
if(!forced && min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions) <= 0)
log_dynamic("FAIL: [src] could not run, because there is nobody who wants to be an AI")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/malf_ai/pre_execute(population)
. = ..()
var/datum/job/ai_job = SSjob.GetJobType(/datum/job/ai)
// Maybe a bit too pedantic, but there should never be more malf AIs than there are available positions, spawn positions or antag cap allocations.
var/num_malf = min(get_antag_cap(population), min(ai_job.total_positions - ai_job.current_positions, ai_job.spawn_positions))
for (var/i in 1 to num_malf)
if(candidates.len <= 0)
break
var/mob/new_malf = pick_n_take(candidates)
assigned += new_malf.mind
new_malf.mind.special_role = ROLE_MALF
GLOB.pre_setup_antags += new_malf.mind
// We need an AI for the malf roundstart ruleset to execute. This means that players who get selected as malf AI get priority, because antag selection comes before role selection.
LAZYADDASSOC(SSjob.dynamic_forced_occupations, new_malf, "AI")
return TRUE
//////////////////////////////////////////
// //
// BLOOD BROTHERS //
// //
//////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/traitorbro
name = "Blood Brothers"
antag_flag = ROLE_BROTHER
antag_datum = /datum/antagonist/brother
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 2
weight = 2
cost = 12
scaling_cost = 15
requirements = list(40,30,30,20,20,15,15,15,10,10)
antag_cap = 2 // Can pick 3 per team, but rare enough it doesn't matter.
var/list/datum/team/brother_team/pre_brother_teams = list()
var/const/min_team_size = 2
/datum/dynamic_ruleset/roundstart/traitorbro/pre_execute(population)
. = ..()
var/num_teams = (get_antag_cap(population)/min_team_size) * (scaled_times + 1) // 1 team per scaling
for(var/j = 1 to num_teams)
if(candidates.len < min_team_size || candidates.len < required_candidates)
break
var/datum/team/brother_team/team = new
var/team_size = prob(10) ? min(3, candidates.len) : 2
for(var/k = 1 to team_size)
var/mob/bro = pick_n_take(candidates)
assigned += bro.mind
team.add_member(bro.mind)
bro.mind.special_role = "brother"
bro.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += bro.mind
pre_brother_teams += team
return TRUE
/datum/dynamic_ruleset/roundstart/traitorbro/execute()
for(var/datum/team/brother_team/team in pre_brother_teams)
team.pick_meeting_area()
team.forge_brother_objectives()
for(var/datum/mind/M in team.members)
M.add_antag_datum(/datum/antagonist/brother, team)
GLOB.pre_setup_antags -= M
team.update_name()
return TRUE
//////////////////////////////////////////////
// //
// CHANGELINGS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/changeling
name = "Changelings"
antag_flag = ROLE_CHANGELING
antag_datum = /datum/antagonist/changeling
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 16
scaling_cost = 10
requirements = list(70,70,60,50,40,20,20,10,10,10)
antag_cap = list("denominator" = 29)
/datum/dynamic_ruleset/roundstart/changeling/pre_execute(population)
. = ..()
var/num_changelings = get_antag_cap(population) * (scaled_times + 1)
for (var/i = 1 to num_changelings)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = ROLE_CHANGELING
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/changeling/execute()
for(var/datum/mind/changeling in assigned)
var/datum/antagonist/changeling/new_antag = new antag_datum()
changeling.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= changeling
return TRUE
//////////////////////////////////////////////
// //
// HERETICS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/heretics
name = "Heretics"
antag_flag = ROLE_HERETIC
antag_datum = /datum/antagonist/heretic
protected_roles = list(
JOB_CAPTAIN,
JOB_DETECTIVE,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
restricted_roles = list(
JOB_AI,
JOB_CYBORG,
)
required_candidates = 1
weight = 3
cost = 10
scaling_cost = 9
requirements = list(101,101,60,30,30,25,20,15,10,10)
antag_cap = list("denominator" = 24)
/datum/dynamic_ruleset/roundstart/heretics/pre_execute(population)
. = ..()
var/num_ecult = get_antag_cap(population) * (scaled_times + 1)
for (var/i = 1 to num_ecult)
if(candidates.len <= 0)
break
var/mob/picked_candidate = pick_n_take(candidates)
assigned += picked_candidate.mind
picked_candidate.mind.restricted_roles = restricted_roles
picked_candidate.mind.special_role = ROLE_HERETIC
GLOB.pre_setup_antags += picked_candidate.mind
return TRUE
/datum/dynamic_ruleset/roundstart/heretics/execute()
for(var/c in assigned)
var/datum/mind/cultie = c
var/datum/antagonist/heretic/new_antag = new antag_datum()
cultie.add_antag_datum(new_antag)
GLOB.pre_setup_antags -= cultie
return TRUE
//////////////////////////////////////////////
// //
// WIZARDS //
// //
//////////////////////////////////////////////
// Dynamic is a wonderful thing that adds wizards to every round and then adds even more wizards during the round.
/datum/dynamic_ruleset/roundstart/wizard
name = "Wizard"
antag_flag = ROLE_WIZARD
antag_datum = /datum/antagonist/wizard
flags = HIGH_IMPACT_RULESET
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a wizard getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 1
weight = 2
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_WIZARDDEN)
/datum/dynamic_ruleset/roundstart/wizard/ready(forced = FALSE)
if(!check_candidates())
return FALSE
if(!length(GLOB.wizardstart))
log_admin("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
message_admins("Cannot accept Wizard ruleset. Couldn't find any wizard spawn points.")
return FALSE
return ..()
/datum/dynamic_ruleset/roundstart/wizard/round_result()
for(var/datum/antagonist/wizard/wiz in GLOB.antagonists)
var/mob/living/real_wiz = wiz.owner?.current
if(isnull(real_wiz))
continue
var/turf/wiz_location = get_turf(real_wiz)
// If this wiz is alive AND not in an away level, then we know not all wizards are dead and can leave entirely
if(considered_alive(wiz.owner) && wiz_location && !is_away_level(wiz_location.z))
return
SSticker.news_report = WIZARD_KILLED
/datum/dynamic_ruleset/roundstart/wizard/pre_execute()
. = ..()
if(GLOB.wizardstart.len == 0)
return FALSE
var/mob/M = pick_n_take(candidates)
if (M)
assigned += M.mind
M.mind.set_assigned_role(SSjob.GetJobType(/datum/job/space_wizard))
M.mind.special_role = ROLE_WIZARD
return TRUE
/datum/dynamic_ruleset/roundstart/wizard/execute()
for(var/datum/mind/M in assigned)
M.current.forceMove(pick(GLOB.wizardstart))
M.add_antag_datum(new antag_datum())
return TRUE
//////////////////////////////////////////////
// //
// BLOOD CULT //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/bloodcult
name = "Blood Cult"
antag_flag = ROLE_CULTIST
antag_datum = /datum/antagonist/cult
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHAPLAIN,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 2
weight = 3
cost = 20
requirements = list(100,90,80,60,40,30,10,10,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 20, "offset" = 1)
var/datum/team/cult/main_cult
/datum/dynamic_ruleset/roundstart/bloodcult/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/bloodcult/pre_execute(population)
. = ..()
var/cultists = get_antag_cap(population)
for(var/cultists_number = 1 to cultists)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.special_role = ROLE_CULTIST
M.mind.restricted_roles = restricted_roles
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/execute()
main_cult = new
for(var/datum/mind/M in assigned)
var/datum/antagonist/cult/new_cultist = new antag_datum()
new_cultist.cult_team = main_cult
new_cultist.give_equipment = TRUE
M.add_antag_datum(new_cultist)
GLOB.pre_setup_antags -= M
main_cult.setup_objectives()
return TRUE
/datum/dynamic_ruleset/roundstart/bloodcult/round_result()
if(main_cult.check_cult_victory())
SSticker.mode_result = "win - cult win"
SSticker.news_report = CULT_SUMMON
return
SSticker.mode_result = "loss - staff stopped the cult"
if(main_cult.size_at_maximum == 0)
CRASH("Cult team existed with a size_at_maximum of 0 at round end!")
// If more than a certain ratio of our cultists have escaped, give the "cult escape" resport.
// Otherwise, give the "cult failure" report.
var/ratio_to_be_considered_escaped = 0.5
var/escaped_cultists = 0
for(var/datum/mind/escapee as anything in main_cult.members)
if(considered_escaped(escapee))
escaped_cultists++
SSticker.news_report = (escaped_cultists / main_cult.size_at_maximum) >= ratio_to_be_considered_escaped ? CULT_ESCAPE : CULT_FAILURE
//////////////////////////////////////////////
// //
// NUCLEAR OPERATIVES //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear
name = "Nuclear Emergency"
antag_flag = ROLE_OPERATIVE
antag_datum = /datum/antagonist/nukeop
var/datum/antagonist/antag_leader_datum = /datum/antagonist/nukeop/leader
minimum_required_age = 14
restricted_roles = list(
JOB_CAPTAIN,
JOB_HEAD_OF_SECURITY,
) // Just to be sure that a nukie getting picked won't ever imply a Captain or HoS not getting drafted
required_candidates = 5
weight = 3
cost = 20
requirements = list(90,90,90,80,60,40,30,20,10,10)
flags = HIGH_IMPACT_RULESET
antag_cap = list("denominator" = 18, "offset" = 1)
ruleset_lazy_templates = list(LAZY_TEMPLATE_KEY_NUKIEBASE)
var/required_role = ROLE_NUCLEAR_OPERATIVE
var/datum/team/nuclear/nuke_team
/datum/dynamic_ruleset/roundstart/nuclear/ready(population, forced = FALSE)
required_candidates = get_antag_cap(population)
return ..()
/datum/dynamic_ruleset/roundstart/nuclear/pre_execute(population)
. = ..()
// If ready() did its job, candidates should have 5 or more members in it
var/operatives = get_antag_cap(population)
for(var/operatives_number = 1 to operatives)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.set_assigned_role(SSjob.GetJobType(/datum/job/nuclear_operative))
M.mind.special_role = ROLE_NUCLEAR_OPERATIVE
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/execute()
var/datum/mind/most_experienced = get_most_experienced(assigned, required_role)
if(!most_experienced)
most_experienced = assigned[1]
var/datum/antagonist/nukeop/leader/leader = most_experienced.add_antag_datum(antag_leader_datum)
nuke_team = leader.nuke_team
for(var/datum/mind/assigned_player in assigned)
if(assigned_player == most_experienced)
continue
var/datum/antagonist/nukeop/new_op = new antag_datum()
assigned_player.add_antag_datum(new_op)
return TRUE
/datum/dynamic_ruleset/roundstart/nuclear/round_result()
var/result = nuke_team.get_result()
switch(result)
if(NUKE_RESULT_FLUKE)
SSticker.mode_result = "loss - syndicate nuked - disk secured"
SSticker.news_report = NUKE_SYNDICATE_BASE
if(NUKE_RESULT_NUKE_WIN)
SSticker.mode_result = "win - syndicate nuke"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_NOSURVIVORS)
SSticker.mode_result = "halfwin - syndicate nuke - did not evacuate in time"
SSticker.news_report = STATION_DESTROYED_NUKE
if(NUKE_RESULT_WRONG_STATION)
SSticker.mode_result = "halfwin - blew wrong station"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_WRONG_STATION_DEAD)
SSticker.mode_result = "halfwin - blew wrong station - did not evacuate in time"
SSticker.news_report = NUKE_MISS
if(NUKE_RESULT_CREW_WIN_SYNDIES_DEAD)
SSticker.mode_result = "loss - evacuation - disk secured - syndi team dead"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_CREW_WIN)
SSticker.mode_result = "loss - evacuation - disk secured"
SSticker.news_report = OPERATIVES_KILLED
if(NUKE_RESULT_DISK_LOST)
SSticker.mode_result = "halfwin - evacuation - disk not secured"
SSticker.news_report = OPERATIVE_SKIRMISH
if(NUKE_RESULT_DISK_STOLEN)
SSticker.mode_result = "halfwin - detonation averted"
SSticker.news_report = OPERATIVE_SKIRMISH
else
SSticker.mode_result = "halfwin - interrupted"
SSticker.news_report = OPERATIVE_SKIRMISH
//////////////////////////////////////////////
// //
// REVS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/revs
name = "Revolution"
persistent = TRUE
antag_flag = ROLE_REV_HEAD
antag_flag_override = ROLE_REV_HEAD
antag_datum = /datum/antagonist/rev/head
minimum_required_age = 14
restricted_roles = list(
JOB_AI,
JOB_CAPTAIN,
JOB_CHIEF_ENGINEER,
JOB_CHIEF_MEDICAL_OFFICER,
JOB_CYBORG,
JOB_DETECTIVE,
JOB_HEAD_OF_PERSONNEL,
JOB_HEAD_OF_SECURITY,
JOB_PRISONER,
JOB_QUARTERMASTER,
JOB_RESEARCH_DIRECTOR,
JOB_SECURITY_OFFICER,
JOB_WARDEN,
)
required_candidates = 3
weight = 3
delay = 7 MINUTES
cost = 20
requirements = list(101,101,70,40,30,20,10,10,10,10)
antag_cap = 3
flags = HIGH_IMPACT_RULESET
blocking_rules = list(/datum/dynamic_ruleset/latejoin/provocateur)
// I give up, just there should be enough heads with 35 players...
minimum_players = 35
var/datum/team/revolution/revolution
var/finished = FALSE
/datum/dynamic_ruleset/roundstart/revs/pre_execute(population)
. = ..()
var/max_candidates = get_antag_cap(population)
for(var/i = 1 to max_candidates)
if(candidates.len <= 0)
break
var/mob/M = pick_n_take(candidates)
assigned += M.mind
M.mind.restricted_roles = restricted_roles
M.mind.special_role = antag_flag
GLOB.pre_setup_antags += M.mind
return TRUE
/datum/dynamic_ruleset/roundstart/revs/execute()
revolution = new()
for(var/datum/mind/M in assigned)
GLOB.pre_setup_antags -= M
if(check_eligible(M))
var/datum/antagonist/rev/head/new_head = new antag_datum()
new_head.give_flash = TRUE
new_head.give_hud = TRUE
new_head.remove_clumsy = TRUE
M.add_antag_datum(new_head,revolution)
else
assigned -= M
log_dynamic("[ruletype] [name] discarded [M.name] from head revolutionary due to ineligibility.")
if(revolution.members.len)
revolution.update_objectives()
revolution.update_heads()
SSshuttle.registerHostileEnvironment(revolution)
return TRUE
log_dynamic("[ruletype] [name] failed to get any eligible headrevs. Refunding [cost] threat.")
return FALSE
/datum/dynamic_ruleset/roundstart/revs/clean_up()
qdel(revolution)
..()
/datum/dynamic_ruleset/roundstart/revs/rule_process()
var/winner = revolution.process_victory()
if (isnull(winner))
return
finished = winner
return RULESET_STOP_PROCESSING
/// Checks for revhead loss conditions and other antag datums.
/datum/dynamic_ruleset/roundstart/revs/proc/check_eligible(datum/mind/M)
var/turf/T = get_turf(M.current)
if(!considered_afk(M) && considered_alive(M) && is_station_level(T.z) && !M.antag_datums?.len && !HAS_TRAIT(M, TRAIT_MINDSHIELD))
return TRUE
return FALSE
/datum/dynamic_ruleset/roundstart/revs/round_result()
revolution.round_result(finished)
// Admin only rulesets. The threat requirement is 101 so it is not possible to roll them.
//////////////////////////////////////////////
// //
// EXTENDED //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/extended
name = "Extended"
antag_flag = null
antag_datum = null
restricted_roles = list()
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
/datum/dynamic_ruleset/roundstart/extended/pre_execute()
. = ..()
message_admins("Starting a round of extended.")
log_game("Starting a round of extended.")
mode.spend_roundstart_budget(mode.round_start_budget)
mode.spend_midround_budget(mode.mid_round_budget)
mode.threat_log += "[worldtime2text()]: Extended ruleset set threat to 0."
return TRUE
//////////////////////////////////////////////
// //
// CLOWN OPS //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops
name = "Clown Operatives"
antag_datum = /datum/antagonist/nukeop/clownop
antag_flag = ROLE_CLOWN_OPERATIVE
antag_flag_override = ROLE_OPERATIVE
antag_leader_datum = /datum/antagonist/nukeop/leader/clownop
requirements = list(101,101,101,101,101,101,101,101,101,101)
required_role = ROLE_CLOWN_OPERATIVE
/datum/dynamic_ruleset/roundstart/nuclear/clown_ops/pre_execute()
. = ..()
if(.)
var/obj/machinery/nuclearbomb/syndicate/syndicate_nuke = locate() in GLOB.nuke_list
if(syndicate_nuke)
var/turf/nuke_turf = get_turf(syndicate_nuke)
if(nuke_turf)
new /obj/machinery/nuclearbomb/syndicate/bananium(nuke_turf)
qdel(syndicate_nuke)
for(var/datum/mind/clowns in assigned)
clowns.set_assigned_role(SSjob.GetJobType(/datum/job/clown_operative))
clowns.special_role = ROLE_CLOWN_OPERATIVE
//////////////////////////////////////////////
// //
// METEOR //
// //
//////////////////////////////////////////////
/datum/dynamic_ruleset/roundstart/meteor
name = "Meteor"
persistent = TRUE
required_candidates = 0
weight = 3
cost = 0
requirements = list(101,101,101,101,101,101,101,101,101,101)
flags = LONE_RULESET
var/meteordelay = 2000
var/nometeors = FALSE
var/rampupdelta = 5
/datum/dynamic_ruleset/roundstart/meteor/rule_process()
if(nometeors || meteordelay > world.time - SSticker.round_start_time)
return
var/list/wavetype = GLOB.meteors_normal
var/meteorminutes = (world.time - SSticker.round_start_time - meteordelay) / 10 / 60
if (prob(meteorminutes))
wavetype = GLOB.meteors_threatening
if (prob(meteorminutes/2))
wavetype = GLOB.meteors_catastrophic
var/ramp_up_final = clamp(round(meteorminutes/rampupdelta), 1, 10)
spawn_meteors(ramp_up_final, wavetype)
/// Ruleset for Nations
/datum/dynamic_ruleset/roundstart/nations
name = "Nations"
required_candidates = 0
weight = 0 //admin only (and for good reason)
cost = 0
flags = LONE_RULESET | ONLY_RULESET
/datum/dynamic_ruleset/roundstart/nations/execute()
. = ..()
//notably assistant is not in this list to prevent the round turning into BARBARISM instantly, and silicon is in this list for UN
var/list/department_types = list(
/datum/job_department/silicon, //united nations
/datum/job_department/cargo,
/datum/job_department/engineering,
/datum/job_department/medical,
/datum/job_department/science,
/datum/job_department/security,
/datum/job_department/service,
)
for(var/department_type in department_types)
create_separatist_nation(department_type, announcement = FALSE, dangerous = FALSE, message_admins = FALSE)